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OpenMW/apps/openmw/mwworld/actionread.cpp

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#include "actionread.hpp"
#include <components/esm3/loadbook.hpp>
#include <components/esm3/loadclas.hpp>
#include <components/esm3/loadskil.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "class.hpp"
#include "esmstore.hpp"
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namespace MWWorld
{
ActionRead::ActionRead(const MWWorld::Ptr& object)
: Action(false, object)
{
}
void ActionRead::executeImp(const MWWorld::Ptr& actor)
{
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if (actor != MWMechanics::getPlayer())
return;
// Ensure we're not in combat
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if (MWMechanics::isPlayerInCombat()
// Reading in combat is still allowed if the scroll/book is not in the player inventory yet
// (since otherwise, there would be no way to pick it up)
&& getTarget().getContainerStore() == &actor.getClass().getContainerStore(actor))
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage4}");
return;
}
LiveCellRef<ESM::Book>* ref = getTarget().get<ESM::Book>();
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if (ref->mBase->mData.mIsScroll)
MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Scroll, getTarget());
else
MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Book, getTarget());
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MWMechanics::NpcStats& npcStats = actor.getClass().getNpcStats(actor);
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// Skill gain from books
ESM::RefId skill = ESM::Skill::indexToRefId(ref->mBase->mData.mSkillId);
if (!skill.empty() && !npcStats.hasBeenUsed(ref->mBase->mId))
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{
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MWWorld::LiveCellRef<ESM::NPC>* playerRef = actor.get<ESM::NPC>();
const ESM::Class* class_
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= MWBase::Environment::get().getESMStore()->get<ESM::Class>().find(playerRef->mBase->mClass);
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npcStats.increaseSkill(skill, *class_, true, true);
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npcStats.flagAsUsed(ref->mBase->mId);
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}
}
}